Sadly I'm busy atm. However, when I get spare time, I will see if I can come up with an algorithm that randomly places objects. It could be done in something like python or another language. Just need to read terrain data and write to the object data inside of a map. Then maybe a script can be used to compile the map (it can tell real tank creator to compile). First stage would be to get items to be placed randomly with a scale and rotation range. Then move onto making it dynamic. Monsters templates could be read to generate new templates with a script and recompiled as well. That's how a level adjustment could be done. Then they could get populated with the script. This would take time of course.
On my linux machine, so don't have access to the gas files. However if you look in GPG's map folder, you will see an objects folder that contains the placement information that could be automated with a script. The terrain folder contains data of the terrain node ids in that region, which is part of the data needed to randomize the object placement in the placement block.
Sadly I'm busy atm. However, when I get spare time, I will see if I can come up with an algorithm that randomly places objects. It could be done in something like python or another language. Just need to read terrain data and write to the object data inside of a map. Then maybe a script can be used to compile the map (it can tell real tank creator to compile). First stage would be to get items to be placed randomly with a scale and rotation range. Then move onto making it dynamic. Monsters templates could be read to generate new templates with a script and recompiled as well. That's how a level adjustment could be done. Then they could get populated with the script. This would take time of course.
On my linux machine, so don't have access to the gas files. However if you look in GPG's map folder, you will see an objects folder that contains the placement information that could be automated with a script. The terrain folder contains data of the terrain node ids in that region, which is part of the data needed to randomize the object placement in the placement block.